Areas

Area objects are Loci which provide large-scale settings to their contents. Areas may contain other areas, and, in fact, the world's environment is made up of a heirarchy of these objects. The Area class inherits from the Locus class, and adds area-to-area event propagation, atmospheric effects, distance movement mechanics, and landscape description functionality. They do not have any tangible distinct presence of their own, but are described by their content and their effect on their content.

A meadow would be one example of such an object; it will probably contain flora and fauna which would usually be found in a meadow, so that a character who enters it would be presented with a meadow's description, but it doesn't exist as a tangible whole that one can pick up and move.

See Also

  • Worlds and Areas - Overview of the world, areas within it, and problems associated with the design of them
  • Distance and Movement - The problems associated with distance in a non-room-based game environment, and thoughts on how to solve some of them.
  • Fractal Area Generation - Discussion of the issues of how maps for FaerieMUD may be generated.

GedTheGreysHain - 16 Aug 2000